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8/14/2019 Warhammer 40,000 Fanmade: Dark Eldar
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Codex: Dark Eldar
The Fifth Edition Redux
Dark Eldar Special Rules
Dark EldarUnits with this special rule have the Fleet of Foot, Acute Senses, and Furious
Charge special rules.
Fearless Reavers
The skills of a Dark Eldar army usually rotate around the hunt. Units with this
special rule may always charge on the turn that they disembark from a transport.
In addition, units which fall back from a combat involving Fearless Reavers may
be consolidated into if this is the case, the unit is immediately taken prisoner
(see below)
Prisoners of the Dark Eldar
The Dark Eldar thrive on the slave trade. For each 10 models in a unit destroyed
in combat (or consolidated into as above) or forced to move off of the board by
the Dark Eldar, a single Prisoner token (e.g. a model to represent the unit, or a
simple marker) is added to the Prisoner pool.
For each The Dark Eldar army The enemys army
5 Prisoners Gains +1 Ld Has no effects applied.
10 Prisoners Adds +1 to their Movement Loses 1 Ld
15 Prisoners Rolls 2d6 for Consolidation Falls back 2d6-4
The Dark KinMany are disgusted by the new appearance of the fallen ones. All models in an
Eldar army which is battling a Dark Eldar army will gain the Preferred Enemy.
However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).
Dark Eldar Weaponry
Net Weaponry
Weaponry with this special rule will immediately add 1 Prisoner token for each
casualty dealt with them. They may only be used in Close Combat.
Dark Matrix
Weaponry with this special rule will gain +1 Strength for each 5 Prisoner Tokens
taken by the army as a whole.
Distillery
Weapons with this special rule are used to help produce Combat Drugs they
make us feel good. For each 5 casualties dealt by a weap on with this special
rule, the bearer of the weapon will gain a Combat Drug (randomly from those in
their entry).
Dark Eldar Combat DrugsDark Eldar Combat Drugs have a number of different effects. These are rolled for
at the beginning of each Dark Eldar turn. All units with Combat Drugs are
affected by the same effect, unless noted in their special rules.
D6 Roll Drug Effect
1 Out of
Drugs
The unit suffers withdrawal symptoms. No drug effects take effect
this turn, and all will have a -1 modifier on all further rolls.
2 Purple
Elephants
The units all gain +1 Strength and +1 Initiative, as well as Counter
Attack, for this turn.
3 Feel No
Pain
The units all gain +1 Toughness and the Feel No Pain special rule
for this turn.
4 Psycho
Speed
The units will strike first in any combat they are involved in this
turn.
5 Hyper
Reactionary
The units will all gain +2 Attacks this turn, but lose 1 Initiative.
6
Adrenaline
The units all go into an overdose. They gain ALL the abilities above
for this turn, but all will have a -1 modifier on all further rolls
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Dark Eldar Weaponry
Horrorfex 40pts Back Banner
Within this lies a thousand terrors. Once per player turn, you may unleash the
terrors in the fex all units (except that which the character is attached to)
within 6+d6 must take a Leadership check or go to ground for the next game
turn. The character then takes a psychic test if failed, the character loses a
wound.
Terrorfex 15pts
This enhances the visage of the bearer. When a user of the Terrorfex charges an
enemy unit, they must take a Pinning test if failed, they strike at Initiative 1 and
may not react to the charge.
Totem of Pain 15pts Back Banner
This represents the suffering the bearer has caused. All enemy units with line of
sight to the bearer will lose 1 Leadership. However, if the bearer is pinned thenthey will gain 1 Leadership, and the bearer will also take d3 Armour Saves.
Shadow Field 40pts Back Banner
The bearer has a 2+ Invulnerable Save. However, on the first failed save the field
must be restarted the wielder loses the save until they are able to roll a 1 on
1d6 at the beginning of any player turn.
Incubi Armour 30pts
This gives the bearer a 3+ Armour Save as well as a 4+ Invulnerable Save and the
Relentless special rule. However, the bearer (and unit he is attached to) may not
pursue falling back units.
Slavers Gear 10pts
All of the users weapons become Net Weaponry in close combat. In addition,
the bearer reduces all enemy falling back distances by d3.
Dark Eldar Weaponry
Hades Mask 30pts
The bearer has the Preferred Enemy special rule. In addition, the unit he is
attached with gains +1 WS each time that they win a close combat.
Poisoned Chalice 15pts
Once per game, the bearer may drink from this potent combination of drugs and
poison. Then roll a d6 on any roll other than a 1 or 2, the drinker gains that
many wounds. This may bring him above their maximum wounds on the profile.
Bounty Rack 15pts Back Banner
This gives the bearer +1 Strength and +1 Toughness. In addition, a single
Independent Character killed in a close combat the bearer was involved in may
be mounted on the rackif it was a Named Character, all enemy units within 24
lose 2 Ld, and if it was a normal Character all enemy units within 12 instead lose
1 Ld.
Enhanced Drugs 10pts
The bearer may choose to force a re-roll on the Combat Drugs table. However, if
this is the same result as the previous attempt, then the bearer is removed
immediately from play.
Darkness Doll 75pts
This is a Force Weapon, which also negates any psychic power used within 12 of
the bearer on the d6 roll of a 3+ (as a Psychic Hood and/or Runic Weapon)
Note a single Back Banner may be chosen per character.
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HQ Dark Eldar Archon
Type Pts WS BS S T W I A Ld Sv
Archon 80 7 5 4 3 3 7 3 9 4+
Unit Type: Infantry, Independent Character
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless
Payment in Place: An army which includes an Archon may include a single unit of
either Incubi, Wyches (they remain an un-scoring unit), or Hellions as a Troops
Choice. If Hellions are chosen, then the Archon himself must be on a Skyboard.
Wargear
All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+)
as well as a Close Combat Weapon and Haywire Grenades.
Options:Archons may choose to take any equipment from the list on Page 2 of this codex.
The Archon may replace his Splinter Pistol with a Shredder for no additional cost.
The Archon may replace his Close Combat Weapon with a Power Weapon for
+15pts, or for a Witchblade for +20pts.
The Archon may choose to ride a Hellion Skyboard for +15pts. This will give him a
4+ Invulnerable Save and +1 Toughness, as well as changing his unit type to
Jetbike. He may instead choose to take a Jetbike, giving him +1 Attack and +1
Toughness, as well as changing his unit type to Eldar Jetbike, for the same cost.
The Archon may take a Webway Portal for +15pts. This allows a single objective
to be designated as a Board Edge for the purposes of Dark Eldar deployment
however, only 1 unit may use the Portal per turn.
The Archon may take up to 4 models as a Bodyguard from the options on Page 3.
These count as a single Independent Character altogether. If a Jetbike or
Skyboard is taken, no Bodyguard may be taken.
HQ Wych Archite
Type Pts WS BS S T W I A Ld Sv
Archon 80 6 3 3 3 3 8 4 9 4+
Unit Type: Infantry
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, Wych Cult
Wych Troupe: An army which includes an Archite may include a single unit of
Reckoning Jetbikes, Wych Gladiators, or Wych Hunters as a Troops Choice.
Wargear:
All Archites have a pair of Close Combat Weapons, and Slavers Gear. In addition,
for one turn a game the bearers weaponry may become Rending.
Options:
Archites may choose to take any equipment from the list on Page 2 of this codex.The Archite may choose to take Haywire Grenades for +1pt, or Frag Grenades for
+2pts.
The Archite may take any of the Gladiatorial skills from the Wych Gladiators
entry.
The Archite may become a Hunter for +10pts this gives them Hunt the Prey,
Wych Weapons, and the Infiltrate special rule.
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Transport Option Dark Eldar Raider
Type Pts BS Front Side Rear
Raider 50 4 10 10 10
Unit Type: Vehicle, Fast, Open Topped, Skimmer
Transport Capacity: 12 models. Incubi aside from those in a bodyguard count
as 2 models. May not transport Grotesques.
Special Rules:
Deep Strike
Wargear
The Raider has a single Disintegrator mounted at the front, as well as a
Horrorfex, Smoke Launchers, and Searchlights.
Options:
The Disintegrator may be replaced with a Splinter Cannon for free, a Dark Lancefor +10pts, or a Twin Linked Disintegrator for +5pts.
Up to four Splinter Rifles may be taken as Defensive Weapons these cost +4pts
each.
Incubi, Warriors, Archons, Wych Hunters, or Wych Gladiators may select Raiders
as a Transport Vehicle.
Archon Retinue Bodyguard
Type Pts WS BS S T W I A Ld Sv
Incubi 20 5 4 3(4) 3 1 6 2 9 3+
Succubus 15 4 4 3 3 1 5 2 8 5+
Unit Type: Infantry
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless (while Archon alive)
Intercept Attack: If a unit of Incubi is joined by an Independent Character, the
Character may not be allocated any wounds until the unit is dead, and counts as
a part of the unit for the purposes of Close Combat.
Parry: Incubi are skilled with their large Power Weapons. If they have a Power
Weapon, Incubi may force all models within base to base contact to fight with
one less attack than usual (to a minimum of 1 attack each).
Wargear:Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol
or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close
Combat Weapon, and Haywire Grenades
Options:
Any Succubus in the Bodyguard may replace their Splinter Pistol with a Doom
Blaster for +5pts, Dark Lance for +10pts, or Shredder for +3pts.
Any model in the bodyguard may take Poisoned Attacks (5+) for +5pts. This
applies to all of their weapons, except from further upgrades.
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HQ The Master of Puppets
Type Pts WS BS S T W I A Ld Sv
Archon 140 5 5 3 3 3 6 2 10 4+
Unit Type: Infantry, Independent Character
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Psyker
Psychic Abilities: The Master of Puppets may select two psychic abilities from the
list to the right before the game starts but after deployment has ended this is
for no additional points cost. He may use up to 1 power per turn.
Minor Psychic Powers: A number of powers to the left are listed as Minor
Psychic Powers. These do not count to the limit of powers which may be used
per game turn, however they must be purchased as a part of your army list and
will cost X per choice.
Mental Break: The Master of Puppets suffers from Perils of the Warp on any
double, not just a double 1 or double 6. However, if his Invulnerable Save ispassed you do not have to re-roll it.
Wargear:
All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+)
as well as a Darkness Doll (included in cost)
Options:
The Master may choose to take a Jetbike, giving him +1 Attack and +1 Toughness,
as well as changing his unit type to Eldar Jetbike, for the same cost.
The Master may take a Webway Portal for +15pts. This allows a single objective
to be designated as a Board Edge for the purposes of Dark Eldar deployment
however, only 1 unit may use the Portal per turn.
The Master may take up to 4 models as a Bodyguard from the options on Page 3.
These count as a single Independent Character altogether. If a Jetbike or
Skyboard is taken, no Bodyguard may be taken.
Dark Eldar Psychic Powers
Certain models in the Dark Eldar army may take Psychic Powers. These
are used as described in the Warhammer 40,000 Rulebook.
Movement Phase Powers:
Cacophany: The psyker summons up the voices of those damned to the warp . All
enemy units which move within 18 of the Psyker must take a leadership test at -
2 if failed, they may not make any actions in their player turn.
Dark Prism: The damned protect the psykers bodyguard. For this turn, all units
within 6 of the Psyker treat their save as Invulnerable.
Power of Darkness: Grace and timing is granted by others loss. The psyker and
his unit may immediately move d6+2 inches forward then remove d3 models
from the unit.
Shooting Phase Powers:
Abomination :A warp formed abomination springs into existence for moments.The psyker and his unit count their weaponry as Pinning as well as Rending for
this turn.
Bonds of the Captor: One cannot escape shackles of the mind. Select a single
enemy unit within line of sight this unit takes 2d6 Strength 5 AP 4 hits, which
cause instant death. For each 2 models killed by this effect, add a single Prisoner
Token.
Assault Phase Powers:
Majesty of Form: The psyker alters the biology of his bodyguard. The psyker and
the unit he is attached to may CHOOSE their drug effect this tun.
Rampage: Insanity lends greatest strength. The psyker gains +d6 attacks this
turn. For each hit scored, the psyker may roll another Roll to Hit. This continues
until no more hits are rolled.
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Elites Dark Eldar Incubi
Type Pts WS BS S T W I A Ld Sv
Blademaster 36 5 4 3(4) 3 2 6 2 9 3+
Incubi 26 5 4 3(4) 3 1 6 2 9 3+
Unit Type: Infantry. 5-10 models, 0-1 Blademaster
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn
Punisher Halberd: The large halberd carried by Incubi is perfect for cracking
enemy armour. Incubi have +1 Strength (in brackets above), and add +2 to
Armour Penetration rolls against Vehicles in close combat.
Intercept Attack: If a unit of Incubi is joined by an Independent Character, the
Character may not be allocated any wounds until the unit is dead, and counts as
a part of the unit for the purposes of Close Combat.
Parry: Incubi are skilled with their large Power Weapons. If they have a Power
Weapon, Incubi may force all models within base to base contact to fight withone less attack than usual (to a minimum of 1 attack each).
Wargear:
Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol
or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close
Combat Weapon, and Haywire Grenades
Options:
The Blademaster may choose to take up to 1 piece of equipment from Page 2.
Up to 1 Incubi for each 5 models in the unit may exchange their Splinter Pistol for
one of the following weapons below:
Doom Blaster +5pts Splinter Cannon +5pts Dark Lance +10pts
Elites Dark Eldar Grotesques
Type Pts WS BS S T W I A Ld Sv
Haemonculus 50 5 3 3 4 2 5 2 8 5+
Grotesque 13 6 3 3 4 1 4+d3 2 10 4+
Unit Type: Infantry. 9-19 models, 1 Grotesque
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 4+ Cover Save
Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit
gains the Rage and Counter Attack special rules.
House of Monsters: All units within 6 of a Grotesque squad have a +1 to their
Cover Save (a basic of 5+). If Shooting passes through a squad of Grotesques, half
of that shooting will be applied to the Grotesques rather than the original target.
Feel No Pain: Grotesques only suffer Instant Death against Force Weapons. In
addition, they have the Feel No Pain special rule against ANY shooting (including
that which would ignore their saves)
Wargear:
The Haemonculus is equipped with a Bio Laser and Power Weapon. All
Grotesques are equipped with normal Close Combat Weapons.
Options:
The Haemonculus may take Beast Prods for +15pts these allow the unit to re-
roll the distance that they Run in the shooting phase.
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Elites Wych Gladiators
Type Pts WS BS S T W I A Ld Sv
Blademaster 22 5 4 3 3 2 5 2 9 5+
Wych 15 5 4 3 3 1 4 2 9 5+
Unit Type: Infantry. 5-10 models, 0-1 Battlemaster
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Scouts
Wych Weapons: Wych weapons are Net Weaponry in close combat, as well as
reducing the Initiative and Attacks of any unit that a unit of Wyches is in combat
with by 1 (this is compounded by additional units of Wyches).
Gladiatorial Abilities:
Parry: 3pts per model, see the Incubi entry on page 5.
Snare: 3pts per model. All models in the unit gain +1 WS on the turn that they
charge.Entangle: 4pts per model. Wych Weapons remove 2, instead of 1, from each
affected stat.
Dodge: 3pts per model. All models in the unit have a 5+ Invulnerable Save, or a
4+ in close combat.
Wargear:
Wych Gladiators are armed with Splinter Pistols and Close Combat Weapons.
Options:
The unit may purchase Gladiatorial Abilities from the list above, for the indicated
points cost.
The Battlemaster may exchange their Close Combat Weapon with a Power
Weapon for +10pts.
The entire squad may be equipped with Frag Grenades for +3pts per model. The
entire squad may be equipped with Haywire Grenades for +2pts per model.
Elites Wych Hunters
Type Pts WS BS S T W I A Ld Sv
Blademaster 26 5 4 3(4) 3 2 6 2 9 5+
Wych 18 5 4 3(4) 3 1 6 2 9 5+
Unit Type: Infantry. 5-10 models, 0-1 Battlemaster
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Infiltrate
Hunt the Prey: Wych Hunters do not have to be rolled for when in Reserves -
they will automatically come in on the turn of your choice which must be decided
before the game starts but after deployment ends. If they Outflank, then you
may choose the board edge that they enter from.
Snare Traps: A single piece of terrain, decided before deployment begins, may be
Snare Traps. When an enemy first moves into this piece of terrain the traps
activate for the rest of the game, the terrain is Dangerous Terrain.
The Beast Cowers: Monstrous Creatures (which are not fearless), Beasts, andCavalry which are in close combat with a unit of Wych Hunters must reroll all
successful rolls to hit.
Wargear:
Wych Hunters are armed with Splinter Pistols and Close Combat Weapons.
Options:
The Battlemaster may exchange their Close Combat Weapon with a Power
Weapon for +10pts.
The entire squad may be equipped with Frag Grenades for +3pts per model. The
entire squad may be equipped with Haywire Grenades for +2pts per model.
The entire squad may be equipped with Wych Weapons (see left) for +3pts per
model.
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Troops Dark Eldar Warriors
Type Pts WS BS S T W I A Ld Sv
Succubus 15 4 4 3 3 1 5 2 8 5+
Warrior 7 4 4 3 3 1 4 1 7 5+
Unit Type: Infantry. 4-19 Warriors, 1 Succubus
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs
Raiding Party: Dark Eldar Warriors which are mounted in a Raider may choose to
either Outflank or Deep Strike.
Wargear:
Dark Eldar Warriors are equipped with a Splinter Rifle and Splinter Pistol, as well
as Haywire Grenades. The Succubus may exchange their Splinter Rifle for a Close
Combat Weapon at no extra cost.
Options:
For each 5 models in the unit, 1 Warrior may exchange their Rifle for one of the
following weapons:
Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts
The entire unit may be equipped with Frag Grenades for +2pts per model
The Succubus may exchange their Close Combat Weapon for a Power Weapon
for +10pts. The Succubus may take a Hades Mask or Trophy Rack for the usual
cost
Dark Eldar Warriors which are mounted in a Raider may be counted as a Fast
Attack choice they remain Scoring Units
Troops Warp Beast Hunting Pack
Type Pts WS BS S T W I A Ld Sv
Haemonculus 50 5 3 3 4 2 5 2 8 5+
Handler 25 4 4 3 3 1 5 2 8 5+
Warp Beast 7 3 0 4 4 1 D6 2 10 6+
Unit Type: Infantry (Beasts while Warp Beasts are alive). 9-19 models, 1
Grotesque. For each 5 Warp Beasts, a single Handler is also purchased.
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 6+ Cover Save
Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit
gains the Rage and Counter Attack special rules.
Warp Howl: On any turn that a Hunting Pack charges, they will count as Initiative
10. They also gain +2 Attacks for the charge instead of +1.
Psychic Lash: At the beginning of each game turn, a single Handler must take a
psychic test. If failed the unit goes to ground. You may alter the roll by 1 for eachadditional Handler or Haemonculus in the unit. The Lash is a Force Weapon in
close combat.
Wargear:
The Haemonculus is equipped with a Bio Laser and Power Weapon. All Warp
Beasts simply have basic Close Combat Weapons. Each Handler has a Psychic
Lash and Splinter Pistol.
Options:
The Haemonculus may take Beast Prods for +15pts these allow the unit to re-
roll the distance that they Run in the shooting phase.
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Fast Attack Dark Eldar Hellion Skyboarders
Type Pts WS BS S T W I A Ld Sv
Skylord 33 5 4 3 3(4) 2 6 2 9 5+
Hellion 23 4 4 3 3(4) 1 5 2 8 5+
Unit Type: Jetbike. 4-9 Hellions. 1 Skylord
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, 4+ Invulnerable Save,
Intercept Attack, Parry
Swooping Slice: Whenever a unit of Raptors charges, the reacting unit will not
gain the benefit of cover or Counter Attack. They also gain +2 attacks on the
charge.
Exposed: Hellion Skyboards which choose to Turbo Boost will count as having a
4+ Armour Save, not a Cover Save.
Wargear:Hellions are each equipped with a Power Weapon and a Twin Linked Splinter
Rifle (located in the board). The Skylord has a Close Combat Weapon as well.
Options:
For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the
following weapons:
Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts
Fast Attack Wych Reckoning Jetbikes
Type Pts WS BS S T W I A Ld Sv
Bikelord 33 5 4 3 3(4) 2 10-d6
3 9 5+
Jetbiker 23 4 4 3 3(4) 1 10-
d6
2 8 5+
Unit Type: Jetbike. 4-9 Jetbikes, 1 Bikelord
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, 6+ Cover Save
Drug Overload: All rolls on the Combat Drugs table are modified by 1 (owning
players choice which direction) for the purposes of their effects on a unit of
Reckoning Jetbikes
Crash and Burn: If a Jetbike is destroyed in close combat, all models in base to
base contact to that bike will take a Strength 2 hit (this counts towards combat
resolution)
Wargear:
All Jetbikes are equipped with a Twin Linked Splinter Rifle and Close Combat
Weapon. The Bikelord also has Haywire Grenades
Options:
For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the
following weapons:
Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts
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Fast Attack Dark Eldar Dreadwing
Type Pts BS Front Side Rear
Dreadwing 150 4 12 12 10
Unit Type: Vehicle, Tank, Skimmer, Fast, Transport
Unit Size: 1-3 Dreadwings
Transport Capacity: 15 models
Special Rules
Tank Hunters, Acute Senses
Jump or Push: The occupants of a Dreadwing may be choose to Deep Strike out
of it at any point of their travel if this is the case, they must take a Deep Strike
Mishap roll with a +1 Modifier.
Heavy Drop: At any point in the Dreadwings movement, you may drop a stasis
bomb a specialised explosive. Scatter this the distance on a Artillery Dice (2, 4,
6, 8, 10, Misfire Misfire means that there is no effect). See Summary for
statline. All models which are wounded by the bomb are suspended in space, andwill count as Prisoners should the Dark Eldar player move within 6 of their
fragile positions.
Wargear:
The Dreadwing is equipped with two Dark Lances, a Disintegrator, and Stasis
Bombs.
Options:
Any of the Dreadwings weapons may be twin linked for +7pts each.
The Dark Lances may be replaced with Disintegrators for Free.
The Disintegrator may be replaced with a Dark Lance for +5pts.
Fast Attack Dark Eldar Hell Talon
Type Pts BS Front Side Rear
Hell Talon 150 5 13 13 11
Unit Type: Vehicle, Tank, Skimmer, Fast
Unit Size: 1-3 Hell Talons
Special Rules
Tank Hunters, Acute Senses, Heavy Drop
Experienced Pilot: At the end of any Movement Phase, the Hell Talon squadron
may be placed back into Reserve. They automatically come back in from a Table
Edge of your choice in the next turn.
Soul Detonators: Any unit that the Hell Talon squadron moves over in the
Movement Phase is hit my a Stasis Bomb (see Dreadwing special rules).
Instable Craft: If a Hell Talon takes a Weapon Destroyed result, roll a d6. On a 1,
the vehicle is also Immobilised for this turn.
Wargear:
Hell Talons are equipped with 1 Doom Lance, Four Disintegrators, and Stasis
Bombs (with improved delivery)
Options:
Any of the Hell Talons Disintegrators may be replaced with Dark Lances for
+5pts.
Any of the Hell Talons weapons may be twin linked for +7pts each.
The Hell Talons may become Transports for +25pts each. They lose the Fast type,
but gain a 10model Transport Capacity.
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Heavy Support Dark Eldar Ravager
Type Pts BS Front Side Rear
Ravager 100 4 11 11 10
Unit Type: Vehicle, Fast, Open Topped, Skimmer
Special Rules:
Darkness Core: All weaponry used by a Ravager may re-roll failed rolls to wound.
This also extends to Armour Penetration rolls.
Light Platform: The Ravager may fire 1 more weapon than it would usually be
able to this does not include Flat Out!
Wargear
Each Ravager bears a single Dark Lance mounted at the front of the craft,
alongside two Twin Linked Disintegrators (which may fire in either profile). The
Ravager is also equipped with Smoke Launchers, Net Weaponry, and a Horrorfex.
Options:
The Dark Lance may be replaced with a Splinter Cannon for free, or a Twin Linked
Disintegrator for +5pts.
Each Disintegrator may be replaced either with a Twin Linked Splinter Cannon for
free or for a Twin Linked Dark Lance for +5pts.
A Dark Eldar Archon may ride a Ravager if this is the case, he may not have a
Bodyguard or leave the vehicle, but the vehicle may use his Ballistic Skill for a
single gun per turn and strikes back at enemy units with d6+2 attacks (use
Archons statline and equipment) in an assault (the Ravager may not charge).
0-3 Fast Attack Mandrakes
Type Pts WS BS S T W I A Ld Sv
Mandrakes 18 3 3 3 3 1 4 2 10 4+
Unit Type: Infantry. 5-20 models per unit. Do not count towards Force
Organisation Chart if Master of Puppets is in army.
Special Rules
Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Infiltrate, Scouts, Move
Through Cover, 5+ Invulnerable Save, Stealth
Stalkers in the Dark: Mandrakes usually infiltrate ahead of Dark Eldar forces.
After your opponents deployment is over but before the game begins, you may
place 3 Mandrake Tokens on the field a single one of these will hide your
Mandrakes unit. If an enemy unit moves within a range decided by a Night
Fighting test, you must roll a d6. On a 1 or 6, the token must be flipped to reveal
whether or not that token is the Mandrakes unit. Then place the unit down as if
they had Disembarked from that token.Shadow Slip: At the beginning of Turn Three, all Mandrake tokens are
immediately removed and the Mandrake units are placed on the field. On the
turn this occurs, all Mandrakes have a 4+ Cover Save.
Wargear:
All Mandrakes bear a Bio Laser and Close Combat Weapon.
Options:
You may upgrade any Mandrake unit to have 4 tokens instead of 3 for +30pts.
Units may also be upgraded to bear the Combat Squads special rule. This allows
units of Mandrakes whose size is a multiple of 5 to be split into multiple combat
squads (as Codex SM). The combat squads use the same tokens as the parent
unit, but may be split between them instead of all being deployed at the same
spot.
8/14/2019 Warhammer 40,000 Fanmade: Dark Eldar
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Weapon Range Str AP Notes
Bio Laser 12 6 4 Assault 1
Dark Lance 36 9 2 Heavy 1, Lance
Disintegrator
(burst)
36 4 3 Heavy 4
Disintegrator
(focussed)
60 8 1 Heavy 3, Small Blast
Doom Blaster 18 8 2 Assault 1, Melta
Doom Lance 36 6 1 Heavy d3+1, Lance
Heavy Despoiler
Cannon
72 10 3 Heavy 1, Large Blast
Heavy Shredder 36 7 4 Heavy 3, Pinning
Horrorfex Missiles 48 7 4 Heavy 2, Blast, Pinning
Shredder 24 6 4 Assault 3, Pinning
Splinter Cannon 36 6 5 Heavy 4
Splinter Launcher 36 5 6 Heavy 2, Small Blast, d6Scatter ALWAYS
Splinter Pistol 12 3 5 Pistol
Splinter Rifle 24 3 5 Rapid Fire/Assault 1
Stasis Bomb - 4 4 Heavy d3, Blast, Barrage,
Unlimited Range
Talos Launcher 12 4 5 Heavy 5, Small Blast
Talos Sting 24 4 5 Heavy 10
Terrorfex Missiles 30 6 4 Heavy 2, Blast, Pinning (-1
mod)